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Friday, 11 December 2015

Necromunda Survival: Exploration part 2

I have
spent some time since the last necromunda post thinking about what I
should do for the 6 of a kind results when exploring. I have talked
to the players as well as taking on board what you guys have
suggested and I think the results are characterful, relatively
powerful while not game braking and fun (hopefully). So I would like
you guys, the whole 4 of you who read this, and let me know what you
think and how I can balance them.

Exploration

(1,1,1,1,1,1)
Well

Fresh
water, something very important these days. Keep a note you have
found the well. After each game you gain 3D6 credits, if you roll
over 15, the well dries up.

(2,2,2,2,2,2)
Some Added muscle

On your
way back to camp, you hear a fire fight, a small ban of cultist is
fighting something. You go to their aid, but by the time you get
there all you find nothing but a bloody mess and a single Ogryn
standing in the middle of it.

Take a
Leadership test, if you pass you gain a Ogryn bodyguard to your group
and 2D6 worth of credits from the corpses. If you fail he wonders off
and you gain 4D6 credits.

(3,3,3,3,3,3)
Nest

Looking
up high you find what looks like a snipers nest. Select a survivor
and make an initiative test as they attempt to climb to the nest, if
you fail make an injury roll for the survivor, and some one else can
try.

If you
pass you find:

A corpse
(eat it, have some fun with it, do what ever)

One in a
million needle rifle

Bolt
pistol

Carapace
armour

Frag
grenade

Knife

Sword

(4,4,4,4,4,4)
Slave pit

Sounds of
ringing come out of the tunnels, you can check it out or leave it. If
you leave it gain 3D6 credits. If you explore the sound you come
across a chaos slave pit, hivers beaten and forced into slave labour.
Your next game is Attack the Slave pit. You can not rest between
games, any one injured in this game can not take part.

(5,5,5,5,5,5)
Bag of Maps

It looks
like some one has been trying to map out the underhive but have left
their maps. The maps appear to map out the local area quite
accurately, but there are a few little inaccuracies. You can only
hope the rest of the maps are as good.

If you
wish to use one, roll a D6 before each game.

1 –
Maps a Fake: The game starts at the 3rd level of noise, as
you stumble right into an enemy held zone.

2 – Not
very accurate: Its not worth following, nothing happens

3 –
good: It maps out the terrain well, you can set up D3 models any
where on the board more than 10 inches from an enemy model.

4 –
Great: You can move around and wait, remove up to 2D3 enemy models at
the start of the game.

5+ -
Perfect: It doesn't help in the mission but you can re-roll 2 dice in
the exploration phase.

(6,6,6,6,6,6)
Mechanicum Foundry

Deep in
the bowls of the underhive you find a tunnel, above it an old half
worn away Cog Mechanicum. Following the tunnel it goes deeper down,
until it eventually opens up into a vast cavern, and in it, a
foundry. What the mechanicum where doing down here, you don't know,
not even stories exist of them being there. But you know enough about
the mechanicum they have the tech, loot the place!

Roll a D6
for each on the following:

3+ D3 One
in a million bolters

4+ Plasma
gun

5+ Heavy
Plasma gun

6+
Lascannon

4+ Power
sword

4+ Power
axe

5+ Power
axe

4+ Power
maul

5+ Power
fist

6+ Bionic
eyes

6+ Bionic
arm

6+ Bionic
leg

Also Roll
2D6, on an 11+ you find (or rather stumble upon) something that you
really shouldn't have. Automated systems come online. You have to run
for it, roll a D6 for each survivor, on a 1 take an injury roll.

Aim
for the Head

A rule
that was suggested to me by Kraggi was that depending on your
ballistic skill the better you will be at hitting them in the head.
However it takes time to realise that its better to shoot a zombie in
the head. So I will add the rule 'HeadShot' after a survivor has
survived 3 games.

HeadShot

Get +1 to
injury chart vs plague zombies, gain an additional +1 if you have Bs5
or more.

That will
do for now, just a little update for you all, I am hosting a game
soon so I will have a report for you all soon enough.

3 comments:

I like it, also always happy when I make a blog entry by name on someone elses post.

Will be keeping these book marked for when they finally re-release Necromunda (assuming I dont have to sell my first child for it).

Also they are serving as some very good inspiration for any future Deadzone campaigns I might run :-)

The one thing I would suggest for your six unique results is to do with the Credits, some of the results are mainly about credits, and later in the campaign is there a risk that Credits wont be something people are bothered about? I.e they already have loads in the bank so an extra 3d6 per game just wont impress them that much.

It might be an idea to do something where these results all give an item of equipment OR credits so that they can choose which they prefer depending on where they are in the campaign itself and what matters more to them?

I do like the Aim for the head rule and intend to utlise it in a Zombine campaign for Deadzone, when the Redux rules are released Jan / Feb next year!

I see what you mean with the credits, later on it might become irrelevant. I will keep it as it is for now but uf credits become something of a moot point I will change it.

However I am hoping that as the game carries on people will die or become a zombie so they will need credits to buy new survivors. I doubt I will let any one die in the first game to built up the characters and get the game going. But from the second mission on people shoukd start to die.